Lore of Light

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The Lore of Light is a category of magic spells in the Total War: Warhammer series. It is primarily defensive, consisting of augments, a hex that prevents the enemy from moving, and two damage spells.

List of spellcasters who can access spells from the Lore of Light[edit | edit source]

The Empire:

Lizardmen:

High Elves:

Tomb Kings:

Lore Attribute[edit | edit source]

Exorcism[edit | edit source]

Wh main lore passive exorcism.png Light Magic excels at the scourging of the supernatural, be they Daemons and the creatures or Chaos, or the unquiet dead.

  • The Passive of the Lore, active mapwide on casting another spell.
  • -8 leadership on undead for 25 seconds
  • Changed as of the Empire Undivided Patch
  • +4 Leadership and Immunity to Psychology mapwide

Spells[edit | edit source]

Banishment[edit | edit source]

Wh main spell light banishment.png Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of white wizardry.

Overview
Type: Vortex
Strength: Strong and long lasting effects. High costs and recharge.
Cast
Power Cost: 12
Recharge Time: 54 seconds
Wind up Time: 3 seconds
Target: Enemy, Ground
Effected Units: No Limit
Range: 150m
Vortex
Duration: 18 seconds
Damage: 0
AP Damage: 12
Radius: 11m
Movement Speed: 1.5
Movement Change Frequency: 1
Movement Change Maximum Angle: 170°
Detonation Force: 40

Birona's Timewarp[edit | edit source]

Wh main spell light bironas timewarp.png The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding up their actions.

Overview
Type: Augment
Strength: Strong and long lasting effects. High costs and recharge.
Cast
Power Cost: 11
Recharge Time: 53 seconds
Wind up Time: 5 seconds
Target: Ally, Ground
Effected Units: No Limit
Area of Effect: 45
Range: 200m
Augment
Duration: 41 seconds
Effect:
+24% Movement Speed
+34 Melee Attack

Light of Battle[edit | edit source]

Wh main spell light light of battle.png Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts - augmenting allies with courage.

Overview
Type: Augment
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 9
Recharge Time: 45 seconds
Wind up Time: 3 seconds
Target: Ally, Ground
Effected Units: No Limit
Area of Effect: 45
Range: 200m
Augment
Duration: 25 seconds
Effect:

Net of Amyntok[edit | edit source]

Wh main spell light net of amyntok.png The Wizard casts an arcane net, created to hold the Great Deceiver himself. Any caught in its strands will struggle to act.

Overview
Type: Hex
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 10
Recharge Time: 37 seconds
Wind up Time: 3 seconds
Target: Enemy, Ground
Effected Units: No Limit
Area of Effect: 45
Range: 200m
Hex
Duration: 21 seconds
Effect: Enemy units caught in the radius are held in place.

Pha's Protection[edit | edit source]

Wh main spell light phas protection.png The Wizard calls upon the beneficent Guardian of Light to protect his allies from harm.

Overview
Type: Augment
Strength: Weak and disposable, can help in a pinch. Low costs and recharge.
Cast
Power Cost: 5
Recharge Time: 24 seconds
Wind up Time: 3 seconds
Target: Ally
Effected Units: 1
Range: 200m
Augment
Duration: 17 seconds
Effect:
+15 Armour
+36 Melee Defence

Shem's Burning Gaze[edit | edit source]

Wh main spell light shems burning gaze.png Bolts of cleansing energy fly from the Wizard's hands, searing evil wherever they strike.

Overview
Type: Magic Missiles
Strength: Weak and disposable, can help in a pinch. Low costs and recharge.
Cast
Power Cost: 7
Recharge Time: 23 seconds
Wind up Time: 1 seconds
Target: Enemy
Effected Units: No Limit
Range: 250m
Projectile
Number of Projectiles: 6
Damage: 0
AP Damage: 176
Minimum Range: 10
Maximum Range: 250
Velocity: 60
Collision Radius: 0.5
Explosion
Damage: 0
AP Damage: 105
Radius: 1
Force: 40


Units[edit | edit source]

Empire[edit | edit source]

Magic


Videos[edit | edit source]

Lore of Light Spell Guide[edit | edit source]